This is a technique I've been working at for years, because the two ideas just have seemed so incomparable. Normally when I make eyes on my characters, I do it as a really flat set of faces that's textured with the details of an eye, though details like the eye lid do wind up being modeled apart from the eye, the limitation for me has always been that it's not a convenient set up for making animations where the characters eyes move.

But after about 14 failed attempts over 4 years, I finally came up with a technique, that I am satisfied with.Recently, I've been trying to make my personal art style a strong medium between American and Japanese animation. How successful I am with that is questionable. But I'd like to know if what you think about my new found eye technique, and if you think there's anything off, let me know.

I made it even better too, moved the eyes and the bridge of the nose more inward to the face, so that there is a curve between the cheekbone and the eyebrow:The wireframe is difficult to read, but this might give you an idea of how I did it:

Well, I have a clean up tendency- I delete models that I don't see being able to give results. Soo I can't show you any of the failed attempts at getting eyeballs there. I can however give you a reference to what eyeballs is opposed to, flat eye technique:

Also, I've been applying this eyeball technique to the other models of Touhou I have, so far so good:edit--I've just a finished applying it to all of the Touhou models I have:

Just wanna find out if you're having any trouble with animation? I haven't much experience with animating facial expressions, but when I had a close look at the wireframe I saw that the edgeloops were otherwise as what other places would suggest. Does this affect your animation?

Haha. Sorry about that. What I meant to say was - if you were to look at the typical way that facial construction is carried out a person would use "edge loops". Your method is different. I was just wondering if you didn't pick up any problems with your mesh deforming undesirably when trying to animate it? Hope it makes more sense this time! Haha

I don't really know yet, as I haven't tried to rig/animate it yet- However, this way of modeling is a variation of the flat-eye technique shown a few posts up. The only difference is that it's not flat, and I never had issues animating that one, I'll find a way around it if there are issues.